1 week ago

I guess, if i were to Play Simic flash i‘d remove the
Faerie Duelist
and add
Essence Scatter
, and
Spell Pierce
, cut lands to 23, and remove
Growth Spiral
, cause ramp is not really what u want and in 2 Colors you don‘t really Need a manafix. Just a thought on 2 colors i try to avoid in Standard, cause i am rather a monk and generally despise counterspells to play against....

1 week ago

Your mana base is better than most, but it can still use some work. Consider
City of Brass
and
Mana Confluence
. Paying one life for an ETB untapped, chromatic land to generate mana is a great rate, and these two are functionally a second and third command tower. Generally, the one life cost-to-activate is irrelevant.

In general, one-for-ones like
Hero's Downfall
and
Dreadbore
are not going to be powerful enough in a format like EDH. You have three times as many opponents, meaning you're facing approximately three times the number of cards you yourself have available. So you're probably going to want to be able to remove multiple threats with one card -- this is part of the reason Wrath effects are so good. I like that you're running
Damnation
; consider
Toxic Deluge
as another, similar effect that dodges
Gaddock Teeg
's restrictions. I've always been a big fan of
By Force
as mass artifact removal, and
Cyclonic Rift
is always worth including. Finally,
Fire Covenant
is a great piece of mass spot removal.

Since you're in blue, you have access to the best cantrips in magic. I highly, highly recommend running
Ponder
and
Preordain
-- These two don't look like much, but they'll dig you to what you need and past what you don't more efficiently than any other card.
Brainstorm
is also good, but I'd suggest holding off adding it until you get some more fetch lands in your deck. (Fetch lands' shuffle effect will make sure you don't get stuck with two dead cards on top of your deck.)
Prismatic Vista
and the off-color fetches like
Flooded Strand
or
Verdant Catacombs
are good ways to fill this role.

Finally, as a kinda fun-z last suggestion, there's a 'Words' combo I've always liked that you may find interesting -- remember, though, it's really not the best. If you pair
Words of Wind
with
Baleful Strix
and a lot of mana, you can repeatedly return
Baleful Strix
to your hand with
Words of Wind
's ability and make your opponents keep returning permanents. This would likely work best if your
Omniscience
was on the field, as it would end up effectively reading: ': Each opponent returns X permanents they control to their owners' hands.' However, this is likely a win-more type of thing.

There're some cards I think you should consider cutting in order to make room for my above suggestions.
Wasp of the Bitter End
strikes me as likely too weak in a format with three opponents; similarly, since
Toll of the Invasion
only hits one opponent, this should likely be considered on the chopping block. I think a boardwipe like
Toxic Deluge
is probably a lot better than
Tyrant's Scorn
.
Lazotep Plating
is probably worse than a regular hard counter. Finally, if you like the idea of artifact-based ramp in (2), thirty-eight lands is too many. I recommend cutting three to five, depending on how aggressively ramp-heavy you want your deck to play.

1 week ago

Your curve is low enough that you could almost certainly go to 22 lands and you run enough basics that 1
Prairie Stream
can help with consistency and should rarely slow you down by entering tapped. I would personally cut
Karn, the Great Creator
. It is a generically good and powerful card but does not synergize with the rest of your deck it seems by the time you hit four mana you want to play a spirit and still have mana for removal or disruption. You could add 3
Spell Pierce
. I would also cut Thalia and 2
Selfless Spirit
for 3
Unsettled Mariner
. Selfless Spirit is great but the tax of Mariner will provide spot removal protection and you could shift the two Swlfless Spirits from main to side against decks running multiple sweepers. None of that should be very expensive to do.

1 week ago

My recommendation is to cut the 3 mana counters,
Fraying Sanity
, and add some Mission B. It will recast the Traps for free, which might be better then having an extra tutor. Not sure on that one though. Otherwise, I'd recomend adding cheaper interaction, like maxing out on push and using stuff like
Spell Snare
and
Spell Pierce
insteed of 3 mana counters.

1 week ago

Yeah, I see the value in
Snapcaster Mage
, as Snapcaster does its job instantly, so dying on the following turn isn't a problem. It doesn't need to hang around like Clique or Bob, and it is an equip-able threat.

I considered
Spell Snare
, it does seem like a good option, but not sure what I'd swap around to make it work.
Spell Pierce
might be unnecessary as a 4 of, it just seemed like good early game protection.

Spell Pierce occurrence in decks from the last year

Commander / EDH:

All decks: 0.04%

Blue: 0.28%

WUB (Esper): 0.36%

Modern:

All decks: 0.18%

Blue: 4.62%

Legacy:

All decks: 1.07%

Standard:

All decks: 0.45%

Blue: 6.43%

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